/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "src/gpu/ganesh/gl/GrGLContext.h" #include "include/gpu/ganesh/GrContextOptions.h" #include "src/gpu/ganesh/gl/GrGLGLSL.h" #include "src/sksl/SkSLGLSL.h" #ifdef SK_BUILD_FOR_ANDROID #include #endif //////////////////////////////////////////////////////////////////////////////// std::unique_ptr GrGLContext::Make(sk_sp interface, const GrContextOptions& options) { if (!interface->validate()) { return nullptr; } ConstructorArgs args; args.fDriverInfo = GrGLGetDriverInfo(interface.get()); if (args.fDriverInfo.fVersion == GR_GL_INVALID_VER) { return nullptr; } if (!GrGLGetGLSLGeneration(args.fDriverInfo, &args.fGLSLGeneration)) { return nullptr; } /* * Qualcomm drivers for the 3xx series have a horrendous bug with some drivers. Though they * claim to support GLES 3.00, some perfectly valid GLSL300 shaders will only compile with * #version 100, and will fail to compile with #version 300 es. In the long term, we * need to lock this down to a specific driver version. * ?????/2019 - Qualcomm has fixed this for Android O+ devices (API 26+) * ?????/2015 - This bug is still present in Lollipop pre-mr1 * 06/18/2015 - This bug does not affect the nexus 6 (which has an Adreno 4xx). */ #ifdef SK_BUILD_FOR_ANDROID if (!options.fDisableDriverCorrectnessWorkarounds && args.fDriverInfo.fRenderer == GrGLRenderer::kAdreno3xx) { char androidAPIVersion[PROP_VALUE_MAX]; int strLength = __system_property_get("ro.build.version.sdk", androidAPIVersion); if (strLength == 0 || atoi(androidAPIVersion) < 26) { args.fGLSLGeneration = SkSL::GLSLGeneration::k100es; } } #endif // Many ES3 drivers only advertise the ES2 image_external extension, but support the _essl3 // extension, and require that it be enabled to work with ESSL3. Other devices require the ES2 // extension to be enabled, even when using ESSL3. Some devices appear to only support the ES2 // extension. As an extreme (optional) solution, we can fallback to using ES2 shading language // if we want to prioritize external texture support. skbug.com/7713 if (GR_IS_GR_GL_ES(interface->fStandard) && options.fPreferExternalImagesOverES3 && !options.fDisableDriverCorrectnessWorkarounds && interface->hasExtension("GL_OES_EGL_image_external") && args.fGLSLGeneration >= SkSL::GLSLGeneration::k330 && !interface->hasExtension("GL_OES_EGL_image_external_essl3") && !interface->hasExtension("OES_EGL_image_external_essl3")) { args.fGLSLGeneration = SkSL::GLSLGeneration::k100es; } args.fContextOptions = &options; args.fInterface = std::move(interface); return std::unique_ptr(new GrGLContext(std::move(args))); } GrGLContext::~GrGLContext() {} GrGLContextInfo::GrGLContextInfo(ConstructorArgs&& args) { fInterface = std::move(args.fInterface); fDriverInfo = args.fDriverInfo; fGLSLGeneration = args.fGLSLGeneration; fGLCaps = sk_make_sp(*args.fContextOptions, *this, fInterface.get()); }